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Frontiers of Eberron: Quickstone
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<blockquote data-quote="Libertad" data-source="post: 9476725" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/k8IB6qw.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Chapter 5, Treasures Beyond</strong> is a rather short chapter focusing on new items both mundane and magical. We first start out with explanations of common aesthetic designs that can be found in the Western Frontier, such as the brutalist yet durable Dhakaani architecture and armaments, military surplus from the Last War that filters down into the local economy, and druidic woodwork and goodberry wine common up in the Eldeen border. None of this has any explicit game rules, instead being more flavor text and suggestions for how certain iconic items and equipment may appear or be fashioned by various cultures.</p><p></p><p>For magic items, we have 16 new general ones, 4 kinds of fiendish items fashioned from demonglass, 4 new daelkyr symbionts, and 13 items produced in Droaam designed by and for monsters. The book notes that while still using magic item rarity as an indicator of power, there are some “common” and “uncommon” treasures that aren’t very powerful yet still unique in being made by a certain person in the Frontier. Some of the more interesting items include Daff’s Wonderful Draught (experimental potion that has a d6 random effect, from restoring hit points to granting a buff to suffering Tasha’s Hideous Laughter), Flashdraw Wand (cannot be surprised while attuned, can draw the wand immediately during initiative with no action required, grants bonus to initiative and adjacent targets take lightning damage), Lightning Runner (think of a <a href="https://en.wikipedia.org/wiki/Handcar" target="_blank">handcar,</a> but for lightning rails whose pump can be powered by spell slots or the Mark of Passage), Shock and Ore (pair of +1 war picks with the light property that can spend charges to do bonus lighting damage or cast Earth Tremor as part of a melee attack), and Thunder Coach (vehicle that only Mark of Passage bearers can attune, is an animal-drawn stagecoach that can hasten movement of animals, has an extradimensional cargo chamber and arcane lock).</p><p></p><p>For more monstrous items, we have such choices as Demonglass Weapons (+1 enhancement, target is frightened when you crit them and you have advantage on saves for 1 turn), Demonglass Orb (wielder can take necrotic damage in exchange for imposing penalty on a target’s saving throw when targeted by wielder’s divination spell), Orlassk’s Reach (artifact symbiont that was a limb of Orlassk, grants a petrifying touch, ability to speak with stones, speak with any Aberration and cast Dominate Monster on them), Barghest Collar (lets an attuned worg transform into a Small goblin), Grist Cakes (consumable food that is akin to goodberry and pack of cakes regenerates each day as long as at least 1 cake is left), Lharvion Lens (command word lets you see ghostly images of other shapes a creature took within the last 24 hours as well as ongoing magical disguises and polymorph effects), Ogre Tines (designed for Large and bigger creatures, nails can bend and twist like the fingers of a Tiny size creature), and Oni Braid (worn like a belt, command word changes wearer’s size to Medium).</p><p></p><p>Overall, I like this chapter and have few complaints. I am particularly fond of how we have quite a bit of items that aren’t immediately useful in adventuring but reflect Eberron’s wide magic. The Lightning Runner for transportation is a good example, or the various Droaam items designed for quality of life conveniences for oddly-sized and less humanoid creatures.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9476725, member: 6750502"] [CENTER][IMG]https://i.imgur.com/k8IB6qw.png[/IMG][/CENTER] [B]Chapter 5, Treasures Beyond[/B] is a rather short chapter focusing on new items both mundane and magical. We first start out with explanations of common aesthetic designs that can be found in the Western Frontier, such as the brutalist yet durable Dhakaani architecture and armaments, military surplus from the Last War that filters down into the local economy, and druidic woodwork and goodberry wine common up in the Eldeen border. None of this has any explicit game rules, instead being more flavor text and suggestions for how certain iconic items and equipment may appear or be fashioned by various cultures. For magic items, we have 16 new general ones, 4 kinds of fiendish items fashioned from demonglass, 4 new daelkyr symbionts, and 13 items produced in Droaam designed by and for monsters. The book notes that while still using magic item rarity as an indicator of power, there are some “common” and “uncommon” treasures that aren’t very powerful yet still unique in being made by a certain person in the Frontier. Some of the more interesting items include Daff’s Wonderful Draught (experimental potion that has a d6 random effect, from restoring hit points to granting a buff to suffering Tasha’s Hideous Laughter), Flashdraw Wand (cannot be surprised while attuned, can draw the wand immediately during initiative with no action required, grants bonus to initiative and adjacent targets take lightning damage), Lightning Runner (think of a [URL='https://en.wikipedia.org/wiki/Handcar']handcar,[/URL] but for lightning rails whose pump can be powered by spell slots or the Mark of Passage), Shock and Ore (pair of +1 war picks with the light property that can spend charges to do bonus lighting damage or cast Earth Tremor as part of a melee attack), and Thunder Coach (vehicle that only Mark of Passage bearers can attune, is an animal-drawn stagecoach that can hasten movement of animals, has an extradimensional cargo chamber and arcane lock). For more monstrous items, we have such choices as Demonglass Weapons (+1 enhancement, target is frightened when you crit them and you have advantage on saves for 1 turn), Demonglass Orb (wielder can take necrotic damage in exchange for imposing penalty on a target’s saving throw when targeted by wielder’s divination spell), Orlassk’s Reach (artifact symbiont that was a limb of Orlassk, grants a petrifying touch, ability to speak with stones, speak with any Aberration and cast Dominate Monster on them), Barghest Collar (lets an attuned worg transform into a Small goblin), Grist Cakes (consumable food that is akin to goodberry and pack of cakes regenerates each day as long as at least 1 cake is left), Lharvion Lens (command word lets you see ghostly images of other shapes a creature took within the last 24 hours as well as ongoing magical disguises and polymorph effects), Ogre Tines (designed for Large and bigger creatures, nails can bend and twist like the fingers of a Tiny size creature), and Oni Braid (worn like a belt, command word changes wearer’s size to Medium). Overall, I like this chapter and have few complaints. I am particularly fond of how we have quite a bit of items that aren’t immediately useful in adventuring but reflect Eberron’s wide magic. The Lightning Runner for transportation is a good example, or the various Droaam items designed for quality of life conveniences for oddly-sized and less humanoid creatures. [/QUOTE]
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